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Lens Studio [Desktop]

Lens Studio [Desktop]

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  1. When writing a custom code for a shader, the errors don't appear automatically. You need to click on another node and then click back on the code node so you can see the error.

    Changing the "height" parameter so you can see more lines of code is not working either.

    2 votes

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  2. When writing a custom code node in LS 5.0, the suggestions are not very smart.

    For example, in LS for, if you want to get a normal vector you could type "system.normal" and it would suggest automatically "system.getSurfaceNormalWorldSpace".

    In LS 5.0 that doesn't happen, you need to type the exact same thing as the API.

    My suggestion is to make it a little bit smarter like it used to be in LS 5 ;)

    Cheers,
    Caio

    2 votes

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  3. In LS 5.0, you can't visualize the world mesh. I tried with different materials.

    The same setup in LS 4 works fine.

    I talked to other users and apparently it has to be activated via script, otherwise it won't show up.

    2 votes

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  4. I really appreciate the new features and updates in Lens Studio 5.0. I would like to offer a suggestion that could be highly beneficial for all creators.

    You should add digital goods to Lens Studio 5.0 as soon as possible. Adding digital goods will provide significant benefits to many creators. It will help enhance their creativity and monetization opportunities.

    I have personally earned a significant amount using digital goods, totaling 100,000+ coins. Therefore, I strongly urge you to make digital goods available in the next version of Lens Studio 5.0 as soon as possible.

    Thank you.

    2 votes

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  5. Hi Team,

    I am writing to suggest an enhancement to the new 'Post' metrics in the My-Lenses section. It would be incredibly beneficial to have an option in the dropdown menu for 'Top Posted Lenses'. This feature would allow users to easily identify which lenses are being posted the most. (See image as reference)

    /Baruch

    2 votes

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  6. Currently the only way to get triangle hit information is from raycasting. This creates a convoluted code flow when trying to ascertain the hit triangle from an overlap or collision event, because both a raycast needs triggered and a check needs to happen to ascertain if the raycast hit mesh is the expected mesh

    2 votes

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  7. Currently only Physics Collide events include contact information. This makes it difficult to write custom collision responses for when using non-BodyComponents.

    2 votes

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  8. Currently DepthTextureProvider is not accessible via script, causing the need to have a blit operation to a rendertexture with packed floats in order to get high precision depth data to use in script.

    2 votes

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  9. 2 votes

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  10. Right now in Spectator mode with your phone, if worldmesh or hands are set with an occlusion material they just show black, please just dont render them in spectator pov.

    1 vote

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  11. Allow more than 25 mb of remote assets per project for audio track assets.

    1 vote

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  12. As the title says, it would be significantly faster and more convenient to transfer videos directly from Spectacles to a folder on a computer, without having to go through additional steps or mobile workflows.

    For creators, developers, and content producers, direct PC access would greatly improve productivity, speed up editing pipelines, and simplify file management. It would make exporting, archiving, and processing footage much more efficient, especially when handling large amounts of content.

    A simple drag-and-drop workflow or a desktop transfer option would be a huge quality-of-life improvement for the entire Spectacles community.

    1 vote

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  13. Hear me out: make a first-party, Adjustable, behind the head, head strap for the Specs so it can be ready on release day as an optional accessory.

    I firmly believe front heavy AR Smartgoggles like this should have a optional head strap to both support some of the front weight off your nose,

    But to also prevent the Smartgoggles from sliding down your nose or even falling off completely when leaning forward from various task.

    I own INMO Air3 Smartgoggles which has a similar form factor and front weight bearing design. So this is a suggestion from my experience.

    I…

    1 vote

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  14. Ny goal is touse two character skin ML in the same project (See the Disney Avatar Lens as reference)

    https://youtube.com/shorts/2B4Bw1y06c0?si=K3omapIlwi7SaTag

    But we are facing a problem,
    1. Limit is 10mb and 1 character ML is 7mb
    2. We tried to import dynamically Prefab or MLAsset but API restrict us
    3. Switching Lens technic wont allow us to use both Male and Female character in teh same lens...

    So we're stuck with limitation amde for mobole while we are running this on Mac Mini AR Mirror...

    1 vote

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  15. Version: Lens Studio 5.15 (latest Spectacles compatible as of writing)

    Feature requests:

    • Batch auto-creation and wiring of input nodes with matching type based on the empty input sockets of a processing node (such as custom code).

    Documentation on:
    - the compilation life cycles of nodes
    - the way ss_graph are stored in cache
    - how updates to their contents are saved and guidelines for source control.

    • Auto layout of nodes in the graph or some approach to prevent overlaps.

    • Error translation layer for the logger, as current error messages can hard to decipher.

    Bugs / Oddities:

    • If an input node…
    1 vote

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  16. After testing Lens Studio 5 and building 5+ lenses using only Visual Scripting, I have run into a few workflow issues that slow down development and make debugging harder. Would be amazing if these can be looked into.

    • Texture Array inputs for example or a SceneObject Input lose their contents after renaming

    If I create a Texture Array input in the Visual Script graph, name it something like “TexArray1”, and fill the array, changing the input name later clears the array contents. Same happens with a Sceneobject input. the assigned object dissapears after a name change.

    It would be much…

    1 vote

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  17. It's great using the visual script graph but these nodes would be great to have.

    • A working version of WaitforSeconds subgraph

    • DoOnce node

    • Do N node

    • a node that sends an execute / trigger remotely instead of having long connection lines in the graph

    • Index Generator, with ability to take a number range like 0 - 5 etc and output a loop output, shuffle the numbers and output or random output

    • Option picker for numbers, boolean, arrays, vec2,vec3,vec4 - allows input of these types and can expand the input like sequence node but then allow the user to have an…

    1 vote

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  18. I think there's a bug with the new version of Face Swap asset (1.3.3) where the Wait for Result option doesn't behave as expected. Even with it still on and the "Swap On" set to manual, it triggers the result to output.

    1 vote

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  19. Would love to request native support for the .spz format for Gaussian Splats in Lens Studio in addition to .ply. SPZ is rapidly becoming an emerging industry standard with platforms and tools like Niantic Scanniverse and Marble Worlds adopting it for more optimized storage, faster loading, and better streaming workflows. Native SPZ support inside Lens Studio would greatly improve interoperability, reduce conversion friction, and make it much easier for creators to bring real world Gaussian captures directly into Spectacles and SnapAR experiences

    1 vote

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  20. Hi, I believe there's an error with the matcap reflection node available in the shader editor. When the camera rotates in the Z axis, the reflections rotate as well, which I believe shouldn't happen.

    I think the error is in line 25:
    vec3 right = normalize(cross(forward, system.getCameraUp()));

    I believe it should be
    vec3 right = normalize(cross(forward, vec3(0.0, 1.0, 0.0)));

    because otherwise the camera up vector changes when the camera rotates

    1 vote

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